Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - DLPB_

Pages: 1 ... 347 348 349 350 351 [352] 353 354 355 356 357 ... 404
8776
Releases / Beacause [R05]
« on: 2011-04-07 01:38:20 »
[empty]

8777
It is pretty much a different project now... the old installer and project is final and is for use with the old font.  Plus I need to be able to update the threads main page.

If you would, please lock the following:

http://forums.qhimm.com/index.php?topic=10081.0
http://forums.qhimm.com/index.php?topic=10604.0

This has been updated:

http://wiki.qhimm.com/FF7/Technical/Customising

8778
No...  it will always try to install some form of the menu I think... cant remember.  It MAY add them on their own.  Also,

This thread now needs locking.

8779
Please go to http://forums.qhimm.com/index.php?topic=14914.0

This was the Menu Overhaul Project and has been superseded by the above.

8780
The old installer is already applied to the new exe...  you really should not be using the old installer on this exe... it will have tons of problems.  It isnt designed for use with the old installer. 

8781
The old installer  is simply not gonna work, there have been hundreds of major changes....  the new exe is just for testing, at the end there will be a proper installer.  The old menu ended at 004....  I consider that a finished mod for the old font.  The new installer will be

"Menu Overhaul 001"

8782
Releases / Re: [REL] Final Fantasy VII FMV Restoration
« on: 2011-04-06 15:05:33 »
No it means the squaresoft logo has been updated, although it is crap to begin with and looks crap afterwards... just not as crap.

8783
Delete that one, and await the next.  See if the next works.  I will post in 10 minutes.

This is the latest build.  I will not release any more of these until it is ready for the installer and battle is totally done.

http://rocketronnie.net/102.rar

and yes I know the colours I have used there are crap, I am experimenting.

Progress report as of 103.

Battle Menu

Completed ( 8 ):

Main options
Limit Menu
Magic Menu
Summon Menu
E.Skill Menu
Item Menu
Coin Menu
Manipulate Menu

Not Completed (7):

Magic Sub menu, HP
Magic Sub menu, MP
Magic Sub menu, Status
Main battle display
Tifa Limit Menu (possibly also cait sith uses this)
Help bar
Action Bar

Other:

  • Character data disappears when opening menus
  • Battle window is still present behind menus
  • Transparency is not implemented
  • 9999 menus not ready
  • Retranslation project's menu awaits the completion of this one.


Issues with normal menu:

  • Hundreds of new alignments have to be made
  • Scroll works but it still has an issue displaying how it should, see priscilla when you first meet her


problem with graphics:

  • : is too low down and needs amending.
  • X in the MPneeded sections is too big
  • Borders need to be replaced with 1 texture for both based on covarr's.  Using the very thin ones poses issues


Other additions:

  • Option for felix graphic tweaks
  • option for save and PHS anywhere (kranmer)
  • Game timer is now limited to 999 hrs 59 min 59 sec
  • Option for default Run
  • Option for Status menu clean up


Graphics and font also completed.







8784
I prefer romeos but I will add yours as an option of course, your graphics are cool and I love the new font gradiants :)  Also, have you got those colour values for me?

8785
no it is also because of how many kills required for the limit up.  If I can find the address in game where they are stored (won't be hard), then I can probably sort something out.

Also here is new item menu:



The : is too low, but graphic needs altering slightly.

8786
That's possible...  I'll look into it.  Really shouldnt be too much of an issue. Although kills for each character and not overall, I am not sure can be done.  Overall should be possible.

8787
I have just worked out how to remove the 99 hour limitation from the timer.  Pretty simple stuff...  so next release will also include the new limit of 999 hours.

Old Limit is 057e3f (99 hr 59 min 59 sec), new is 36ee7f (999 hr 59 min 59 sec)

and this is what I am working on now:



The above picture is now also out of date... I have sorted it further.  Yoooou'lll see ;)

8788
Yes.  That comes at the end... :)  That is the last thing that needs to be done and I have to do my own independent of aalis option.  We did that with the old menu reconstruction adn we will do it with this one.

8789
Hi everyone! I try to test this mod but I have some problems with this battle interface. Take a look at this please. This is the best way to explain it. Is this thread the correct place to post this kind of problems?
http://img829.imageshack.us/f/battleiq.jpg/

also make sure cache is disabled when you updated the graphic files.  Although tbh looks lik the graphics are there so maybe Kranmer is spot on.

8790
IIRC, that 440 is in hex. So each character would span 1088 bytes.

Sorry ;)  of course it is.

8791
No that's gone for now :) 

8792
Probably cannot be changed that way.... it is a drawing operation.  I can't alter it :)  What colours and values did you use?  I found out how to alter the time bar flash somewhat.

Unless the brown line is from elsewhere.  A better idea is just to supply me with the colour codes required :)

edit: oh and I have made that interface even smaller now.  It is tighter like FFX.  Looks better.

8793
http://www.ffhacktics.com/wiki/Formula_Hacking

How much is known about how FF7 loads each party member's stats in battle, and how this is used in formulas?  I ask this because a motivated FFT save state hacker can find some formula offsets in RAM, with no knowledge of assembly, and I'm wondering if the same can be done with FF7.

The following is for memory not save :) 

The data is there in 3 sections, 1 for each member.  If you look at this with an assembly debugger you can see that all attributes (HP of characters etc) are in their own sections.  character 1 data begins at 00DBA490 in memory.  Character 2 data begins 440 bytes after character 1.  Character 3 data begins 440 bytes after character 2.

For example limit var is at 00DBA4B3 and HP is at 00DBA4A8 but is written there from 00435718.   If you go to 00435714 and change the code from mov ax,[ebp-10] to mov ax,10 -  all 3 party members will be invincible and stuck at 16 HP.

A better place to look is 009ab108 for HP because that is the main holding area for it.  if you change those values they get reflected (not immediately) as the new HP.  MP is at 009ab104.  These areas are what the game uses once it has been loaded from the save file.

Simples.

8794
That is because MP can have 9999 as well...  it can't be altered...  only leading 0's would fix that and that would also look a bit crap.  FFX does it this way as well, it right aligns and leaves gaps...  what's good for Square is good for me :P

Also felix, there is a pretty easy way to sort that time bar.  The code is at 006DD4EF, depending on what colour it shouldn't be too hard.  You will get a nice blue just by nopping 006DD4F6.  I.e.

006DD4F6,006DD4F7,006DD4F8 will all read as 90.  That shift can be altered or changed into other code which should give us a degree of leeway.

I can code it to give any colour but it is a bit more work.

8795
Yeah it is possible although I am not sure how to alter the time bar animation.

You see there are a few colours you will have to give me here (and give me the colours you need in the correct 3 byte hex value, for example FF0000)

Time bar active
Time bar inactive
Time bar animation (flashing)
Limit bar normal
Limit bar hyper (Stimulant)
Limit bar Sadness
Limit bar Limit break (this one can have multiple colours, so specify)


8796
http://rocketronnie.net/88.rar

There you go Felix.  Let's see what you can spruce up there :)  Feel free.   These pngs aren't "complete" until I fix transparent layer but chances are you will not notice any difference at all.   These are ready for you to edit, and pretty much finished regardless.

window.bin > into kernel folder
menu files > into modpath and menu folder
exe > run from root


8797
I've revised the graphics one last time and finalised the font. I am satisfied with it all now :)  It won't be long now until the battle interface is finished.  The menu as I said will take longer.  The following textures are present and I will note how altered from Team Avalanche:

colob_00.png: Not altered
coloa_00.png: Not altered
buster_00.png: I think this was made by blitz?  I have a memory like a sieve.
btl_win_a_l_11.png: Not altered
btl_win_b_l_11.png: Not altered
btl_win_b_l_12.png: Not altered, but I am debating it...
btl_win_b_l_01.png: Text altered, TA hands made smaller, Slot smooth edge
btl_win_a_l_01.png: Text altered, Slot smooth edge, added new limit/time bar
btl_win_b_l_07.png: Font altered and added new menu limit bar.
btl_win_b_l_00(to 06).png: New font, New stars, Romeo materia but very slightly altered.
btl_win_c_l_04.png: New Font
usfont_a_l_14.png: New font
usfont_b_l_00(to 14).png: New font
btl_win_d_l_00(to 07).png: New font
btl_win_c_l_07.png: New font, slightly altered Target graphic
btl_win_c_l_00.png: New borders
btl_win_c_l_01.png: Not altered, just cleaned up
btl_win_c_h_01.png: Not altered, just cleaned up
btl_win_c_h_00.png: New borders
btl_win_a_l_07.png: New font and smaller TA hands

If I am using 1 border texture for both menus I can minimise this further but at the moment I am thinking of using thinner ones for menu.  Battle has to use slightly thicker ones cause of the nature of some crap you don't really wanna hear about.

I will try and get this battle interface done in next 2 days.





8798
Great work!  8)

8799
Archive / Re: [WIP] The Highwind
« on: 2011-04-02 02:38:14 »
You guys are doing a very good job with the graphics :)

8800
Well the other thing is that you have to have that sort of thing in a game.  A game that plays like a film isn't very good... same as a film trying to be a game.  In a game you turn a blind eye to things like Limit Breaks and collecting balloons because it is gameplay and expected.  if you saw Cait rolling dice in a movie to damage enemies, you wouldn't :P  That's the ultimate problem with AC, it was geared completely to moronic titillation and not to sane level headed storytelling.  It tried to be a game within a film... and ended up being about nothing but graphics.

Pages: 1 ... 347 348 349 350 351 [352] 353 354 355 356 357 ... 404